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Magic of Design
Oxford Series in Human–
Technology Interaction
Series Editor
Alex Kirlik, University of Illinois at Urbana-Champaign and
the Beckman Institute
Being There Together: Social Interaction in Shared
Virtual Environments
Ralph Schroeder
Jon Kolko
With contributions from:
Beth Johnson and
Gianna Marzilli Ericson, Design Continuum
Paul Gould, MAYA Design
Colleen Murray, Jump Associates
Hugh Dubberly, Dubberly Design Office
Lauren Serota, frog design
Rachel Hinman, Nokia
1
1
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Kolko, Jon.
Exposing the magic of design : a practitioner’s guide to the methods and
theory of synthesis / By Jon Kolko.
p. cm. — (Oxford series in human-technology interaction)
ISBN: 978-0-19-974433-6 (hardback : alk. paper)
1. Industrial design—Psychological aspects 2. Product design.
I. Title.
TS171.4.K648 2011
745.2—dc22 2010036267
1 3 5 7 9 8 6 4 2
Introduction xi
A Lack of Method in Practice Leads to Problems xii
The Goals of This Text xv
The Immediacy of This Text xvii
Section One
What Is Synthesis? 1
Chapter 1
A Theory of Synthesis 03
Understanding How People Solve Problems 04
Acting on an Informed Hunch 08
Making a Judgment 08
Using Partial or Incomplete Information 09
Understanding, and Breaking, Constraints 09
Chapter 2
Sensemaking, Frames, Models, and Patterns 11
The Role of Perspective in Framing Situations 13
The Importance of Models in Sensemaking 15
Mental Models as a Specific Type 17
of Cognitive Representation
The Nature of Patterns on Our Experiences 20
Chapter 3
Abductive Reasoning 23
Contents vii
Section Two
Design Synthesis in a Business Context 29
Chapter 4
The Value of Synthesis in Driving Innovation 31
What Is Innovation? 37
Design Synthesis Links Innovation Research 38
and Design
Chapter 5
The Culture of Synthesis 41
Challenging Constraints and Questioning Purpose 43
Being Playful 46
Experiencing Flow 50
Using Visualization as a Primary Mechanism 54
of Thought
Changing a Prohibitive Culture 56
Section Three
Methods and Applicability 59
Chapter 6
Methods for Making Meaning out of Data 63
Externalizing the Process (Get out of Your Laptop!) 63
Using Visual Design to Clean up the Mess 65
Organizing to Produce Semantic Relationships 65
Prioritizing the Data to Emphasize What Is Important 66
Judging the Data to Reduce the Quantity 66
Enhancing the Data through “Best Guess” 66
Intuitive Leaps
For Example: Getting to Meaning through Story 67
Method: Affinity Diagramming 76
How to Apply This Method 76
For Example: Parallel Clustering 79
Method: Flow Diagramming 86
How to Apply This Method 90
For Example: The Flow through a Hunter 94
Fan Thermostat
viii Contents
Chapter 7
Methods for Building an Experience Framework 101
Telling a Story 102
Changing the Scale 102
Shifting the Placements 103
Method: Concept Mapping 104
How to Apply This Method 107
For Example: Using Concept Maps in 109
Product Development
Method: Forced Semantic Zoom (“Ecosystem Mapping”) 125
How to Apply This Method 128
For Example: Breakpoint Diagrams and Other 136
Tools for Transitions
Method: Forced Temporal Zoom 147
(“Customer Journey Mapping”)
How to Apply This Method 147
For Example: The Emotional Touch Points of Shopping 155
Chapter 8
Methods for Creating Empathy and Insight 159
Understanding Chasm 3: Empathy and Insight 159
Method: Reframing 160
How to Apply This Method 162
Method: Insight Combination 164
How to Apply This Method 166
Conclusion 169
Glossary 171
Works Cited 173
Index 177
Contents ix
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Introduction
Introduction xi
After a period of reflection, he produces a tangible artifact to
visually represent the reflection. Synthesis conducted in pri-
vate produces no visible connection between the input and
the output. Often, not even the designer himself can articu-
late the exact value of his design insights. He must create a
plausible rationale after the fact, or the client must trust him.
More often than not, the client simply rejects the insight as
being “blue sky,” “unfounded,” or simply too risky.
For example, a designer developing a new digital device
might study the use of digital devices in the workplace.
Typically, the designer would observe four or five users as
they work. The designer would question the users about their
jobs and record their responses. The designer might also take
screen shots or photographs of the tools being used and probe
for details about each tool. Then, in the privacy of her studio,
the designer would attempt to make sense of what she has
learned. Her goal would be to find relationships or themes in
the research data and to uncover hidden meaning in the
observed behavior that applies to the design task at hand.
The user-research sessions would have produced pages of
verbal transcript, hundreds of pictures, and dozens of artifact
examples. Because of the complexity of thinking of so much
data at once, the designer would turn to a large sheet of paper
and a blank wall to “map it all out.” Several hours later, the
paper would be covered with what, to the uninitiated, appears
to be a mess. Yet the designer has made substantial progress,
and the mess actually represents the deep and meaningful
sensemaking that drives innovation. The designer will have
identified themes in the data, and she will better understand
the problem she is trying to solve. The designer will have dis-
covered “the whole,” as described by Daniel Fallman, a pro-
fessor at Umeå University: “Fieldwork, theory and evaluation
data provide systematic input to this process, but do not by
themselves provide the necessary whole. For the latter, there
is only design” (Fallman, 2003).
xii Introduction
they are performed in more progressive companies to observe
users in order to learn from them. Researchers may use pri-
mary research tools, such as ethnography, quantitative sur-
veys, or more traditional forms of market research, to gather
data from their customers. Bodies of secondary research
describe how the brain works, how people solve complicated
and multifaceted problems, and how to apply creative think-
ing to policy or social science. And most design literature
emphasizes learning by doing, explaining that there must be
an explicit translation phase of research in order to make
sense out of it.
Yet rarely do practicing designers have sufficient time to
perform design synthesis in a rigorous, substantial manner.
Anecdotal evidence indicates that even the most advanced
and well-known corporations touch only tangentially on
issues of synthesis, interpretation, and the rigorous process of
translation—of making sense of the gathered research—dur-
ing their normal work activities. And while academic research
has described how people make sense of complexity, this
research is published in exclusive scientific journals that rarely
find their way into design consultancies or large corporations.
Even when they do, they often reference other papers and
require a long trail backwards to become understandable and
actionable.
Compounding the problem, the designers who actually
build the systems, services, products, and artifacts that we use
on a daily basis self-characterize as being overworked and too
busy to delve into the complicated literature of tangential dis-
ciplines. They require something more immediate and
approachable if they are to integrate new ideas into their
design process. They do not lack the intellect to understand
the complexity of academic research; they simply lack the
time to read it at all.
Thus, practicing designers are not using the strong set of
grounding theories for design synthesis. To an observer
(commonly a client), the physical output, the themes, and
the design ideas produced seem arbitrary, or magically derived.
The artifacts developed by the designer are messy, usually
drawn in the midst of deep and reflective thinking. They are
sketches drawn in Sharpie, incomplete sentences, and crude
Introduction xiii
diagrams without adequate captions or descriptions. If the
beginning state (the research data) is compared to the end
state (the design idea), it is not immediately evident how one
led to the other. In fact, it can be argued that the more innova-
tive the output, the more difficult it is to identify how the idea
was developed. Yet the incubation period described earlier
can be well structured, and the things that occur during that
period are both repeatable and comprehensible. It is only the
lack of understandable documentation, or the decision to not
share that documentation, that creates the sense of magic.
Clients may well desire magic, because it suggests that
they have spent their money well (after all, they have hired
magicians or shamans!). But the notion that design synthesis
is magical and therefore difficult to formalize has led to four
very large problems that plague the industries of designed
artifacts:
xiv Introduction
design synthesis is frequently incomplete or
intangible—the value of the output is not immediately
evident, because the results are “half baked.” Synthesis
often results in high-level themes and paradigms that
help shape future design activities, but these
conceptual elements may be seen in retrospect as too
abstract as to justify the time and resources spent.
Introduction xv
design synthesis can then be used to substantiate single
methods of synthesis.
The second goal is to offer a rationalization of why design
synthesis is important, both in a general sense (“Why should I
care about this at all?”) as well as in a more immediate sense
(“Why should I care about this right now?”).
The final goal is to present a set of actionable, learnable
methods for design synthesis that can be applied to any design
problem. Practicing industrial designers, interaction design-
ers, interface designers, and designers of other disciplines can
use these methods to make sense of complicated design prob-
lems and to move seamlessly from various forms of research
to design. The methods can add a systematic sense of rigor to
an otherwise subjective, often introspective process.
This text is an introduction to design synthesis for
practicing designers and business owners. The text presents a
framework of synthesis, borrowing heavily from research
related to human behavior. Within this framework, the text
also presents a series of design techniques that can be imme-
diately applied to both big and small design problems. Finally,
more advanced applications of synthesis illustrate the poten-
tial for complicated problem solving.
Many designers struggle with innovation expectations. They
are asked by their company or client to develop new, interest-
ing, and marketable designs on demand, much as a dog might
be expected to roll over. If you are in this situation, you may
wish to skip directly to the Methods section, where you will
find a number of techniques you can apply almost instantly to
stimulate your creativity.
Like many designers, you might also question the intellec-
tual roots of your work when asked to give clients a cohesive
theoretical substantiation for what automatically appears
during design. You may wish to read only the Theory section,
because these chapters describe the psychological frame-
works that underlie much of the work you already do.
Designers, both new and experienced, will likely benefit
from reading the whole text in order, because it offers both a
theoretical foundation as well as multiple repeatable design
methods for generating meaning and taming complexity. You
will also benefit from the whole if you are a business owner, a
xvi Introduction
product manager, or a subject-matter expert in a large corpo-
ration that finds itself in the anxiety-ridden role of developing
new products, systems, and services.
Introduction xvii
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Exposing the
Magic of Design
This page intentionally left blank
Section One
What Is Synthesis?
This page intentionally left blank
Chapter 1
A Theory of Synthesis
A Theory of Synthesis 3
meaning, it is not unique to design. In fact, for years,
researchers from other disciplines have been investigating
how people make meaning. Computer scientists have exam-
ined how people solve problems, often with the goal of creat-
ing problem-solving systems. The larger umbrella for this
research—artificial intelligence—is well known, but many of
the theories that ground it are hidden in arcane journals and
rarely discussed in relation to aesthetics or product develop-
ment. Similarly, university researchers of communications
and information sciences have attempted to craft a unified
theory of how people transmit information. Although this
research could have immediate resonance in our work, too
often it is hidden in university libraries and mired in compli-
cated medical prose.
Figure 1.1
Hierarchical problems.
A Theory of Synthesis 5
2. We can identify the initial problem state (e-mails exist;
do they have the phrase “Jeff Smith” in them?); the
goal state (we know that each e-mail either does or
does not contain the phrase); and the interim states
(we search through each e-mail, word by word, until
we have searched the whole e-mail).
A Theory of Synthesis 7
2. I decide that Jeff is the best talent possible with little
formal or repeatable evaluation of other choices. In
fact, I have focused in on Jeff very quickly—there may
be someone much better, but I do not even consider
other candidates.
3. I cannot remember much about the e-mail, except that
it came from his manager.
4. I subvert the entire e-mail search by using a different
communications mechanism: the phone.
These leaps represent typical interpretative (and subjec-
tive, but not necessarily haphazard) steps seen during prob-
lem solving of ill-defined problems: acting on an informed
hunch, making a judgment, using partial information, and,
after working within constraints to no avail, completely
breaking out of these constraints.
Making a Judgment
I judge Jeff to be the best possible talent for the position, yet I
never consider other candidates. This is a subjective, evalua-
tive activity, and I might be completely wrong. Instead, I have
synthesized various “moving parts” to the problem, over time,
A Theory of Synthesis 9
constraints—point to the foundation of a theory of synthesis.
They are human, not logical, techniques. The distinction is
important, because it points to the complexities of ill-struc-
tured problem solving. It is difficult to generate a single model
of the human approach to solving ill-structured problems, so
it is equally difficult to produce tools to help people as they
solve these types of problems. Yet the strategic and innovative
portions of business are ill defined and chaotic. Rarely does a
design team have the complete picture and a strong, orga-
nized set of procedures for translating research into meaning-
ful design insights. Problems of innovation in business are
almost always ill structured, just like the one discussed in this
chapter.
Designer: “Maybe, but it’s more important that the user feels
like he or she caused the menu to appear—it’s important that
we show a sense of causality on mouse-click.”
A is B.
A is, deductively, C.
Abductive Reasoning 23
If both initial statements are true, the conclusion is true,
too.
An inductive argument is one that offers sound evidence
that something might be true based on structured experience.
This form of logic is traditionally associated with scientific
inquiry:
If I do A, B occurs.
Abductive Reasoning 25
whose goal appears instant when achieved but is really
reached through a formal and methodical (but internal)
thought process. This process looks like this:
Figure 3.1
The Knowledge Funnel.
Abductive Reasoning 27
That creates a gap between the mysterious dreaming that
designers appreciate and the proof business owners demand.
Design cannot prove the solutions to the mysteries because
solutions are only demonstrable and testable, not provable.
The idea of proof relies on and insists on both inductive and
deductive reasoning, which wipes out new and innovative
thinking. The form of abductive thinking described earlier by
Peirce, and echoed by Johnson-Laird, lives at the beginning
of the knowledge funnel. It acts as a means of understanding
the mystery and forming heuristics of ideas. This form of
abductive thinking is design synthesis.
Borrows from the social and behavioral sciences Borrows from the social and behavioral sciences
Attempts to understand culture. Looks at the Attempts to predict behavior. Looks at what
styles, words, tools, and workarounds people people say they would do, or what they
use in an effort to inspire design. actually do, in an effort to predict what they
would do in a new situation
Celebrates the unique and peculiar. The rare or Avoids the unique and peculiar. The goal is to
obscure in observations can lead to a new or understand mass responses; outliers are
interesting design idea. frequently ignored.
Avoiding bias is irrelevant. The goal is not to be Avoiding bias is critical. The statistical
objective but instead to be rigorous. analyses of data require an objective point
of view.
Both sides are right, but they are right about different
things. The client’s questionnaire data—if it was collected
properly—can indicate a set of statistically relevant predic-
tions about what a larger population might do. But this data
will not describe what to make, how to make it, or what the
interactions and experiences should feel like. Because both sets
of activities are called research, the client is quick to dismiss
this seemingly duplicative work as a waste of time and money.
Then the designer’s difficult job becomes to educate and
evangelize the unique role of design research. Designers may
succeed in educating the client by showing samples from pre-
vious projects (and highlighting how research was conducted)
and will sometimes show diagrammatic representations of
how the research data will be transformed directly into the
final product.
An unfortunate side effect of this dialogue is that unless
the education succeeds, the designer will likely still conduct
the research but will not charge for it. This will diminish the
value of design research on that particular project and, over
time, design research as a whole.
Jan Chipchase, a design researcher at frog design, com-
monly conducts research without a particular project or
product in mind (and frequently without the challenges of
the evangelizing described earlier). Chipchase was asked
by frog to travel the world, observing people and their
Figure 4.1
Various Perspectives Feeding Design.
- ?!
Figure 4.2
Problem Finding, Understanding, and
Solving.
Challenging Constraints
and Questioning Purpose
Although the word constraint has a negative tone, constraints
are one of the central tools for managing an otherwise over-
whelming design activity. Designer Charles Eames constantly
referred to constraints as the most important aspect of creating
a successful design. As he describes, “. . . here is one of the few
effective keys to the design problem—the ability of the designer
to recognize as many of the constraints as possible—his will-
ingness and enthusiasm for working within these constraints—
the constraints of price, of size, of strength, balance, of surface,
of time, etc.; each problem has its own peculiar list” (Neuhart
& Neuhart, 1989). Eames is describing the qualities that con-
tain a design problem, that mark its beginning and ending, and
that illustrate to what extent the designer can affect change.
Essentially, Eames is indicating a core distinction between
design and art. For all practical purposes, art has no external
constraints. The artist selects the constraints, ignoring those
that she feels are inappropriate and embracing those that help
tell a story, make meaning, or create a particular aesthetic. But
the designer cannot ignore or embrace the borders and
guidelines on a whim; she must meet a deadline, present a
particular message, or solve a given problem.
Being Playful
The ability to “be playful” is critical to achieve deep and
meaningful synthesis of disparate ideas. Playfulness can be
thought of as a casual, almost apathetic, work perspective, but
the apathy is to the immediate significance of a particular
design move, not to the long-term consequences of a particu-
lar action. That is, one might playfully suggest a design
decision that is out of the question, and an objective view-
point would consider this a form of destructive or deviant
behavior. Yet this ability to suspend caring—to be apathetic
in the moment but care passionately about the outcome—is
critical to finding meaning in the chaos of design research.
To understand what is meant by “play” in design, it is
useful to describe what is not meant by this word. When con-
sidering a playful environment, many immediately think of
Nerf darts flying over a design studio, with twenty-some-
things playing video games and sitting in beanbags. This
unfortunate representation of the dot-com boom-and-bust
era has tainted the notion of a creative environment by imply-
ing that being creatively playful requires a sense of slapstick
humor and a lack of focus.
In fact, being playful is much more of a cultural mindset
than a cultural physicality. Playful approaches to design can be
found in the most boring of physical environments, simply
because the administrative powers have allowed and
Designer 2: Yeah, since it knows where you are all the time, it
could let everyone know . . .
Designer 3 [also laughing]: You could set alerts, like “If you
were in her house for more than 5 minutes . . .”
Experiencing Flow
Although psychologist Mihaly Csikszentmihalyi was not the
first to observe that artists, designers, and other creative folks
engage in a type of meditative state when they make things,
he was instrumental in carving out a particular area of cogni-
tive psychology called “flow.” According to Csikszentmihalyi,
flow is an optimal experience achieved during creativity
that is an “automatic, effortless, yet highly focused state of
Field 1 Field 2
Tomatoes Lettuce
Figure 5.1
Which field has more peppers?
Figure 6.1
Chasms.
Flow diagramming Make meaning out of You are trying to understand or visualize a
data sequence of actions.
You are seeking to create an archetypical path
through an interface or system.
You are attempting to identify inefficiencies or
opportunities in a process.
Concept mapping Build an experience You need to think through and illustrate a
framework complicated idea in a simple way.
You want to illustrate relationships between
people, systems, or objects.
Forced semantic zoom Build an experience You are attempting to create an innovative
(ecosystem mapping) framework product, system, or service.
You want to understand and show the larger
context of a single product.
You want to describe brand relationships, rather
than product relationships.
Forced temporal zoom Build an experience You are attempting to create an innovative
(customer journey framework product, system, or service.
mapping) You want to understand and show the larger
timeline of a single product.
You want to describe brand relationships, rather
than product relationships.
You want to identify opportunities to extend a
brand into new territories.
Insight combination Create empathy and You are attempting to create an innovative
insight product, system, or service.
You want to develop a breadth of new ideas.
61
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Chapter 6
Methods for Making
Meaning out of Data
We’ll never know how the world “really” is. We’ll always have
to construct what we think the world is . . . and humans do
this by telling stories.—Jerome Bruner
The goal of almost any designer worth her salt is to create
work that has value to others: to design products and inter-
faces that will contribute to the human experience in a posi-
tive and constructive way. But how? How does a modern
designer working in a diverse, globally connected world
ensure that her work that is functional, emotionally resonate,
and most important, meaningful?
Over the last decade, qualitative design research has been
lauded as the “secret step” in the design process that guaran-
tees this kind of success. Field research is supposed to yield
the kind of information that brings design teams to meaning.
But why?
Figure 6.3
An example
of a participant’s space.
4. Compare outputs.
Incentive Disconnect
Demands
Expects
Customer
Security Privacy
Profit
Leverages
Money Utility
Provides
Investors
Provides
Teller
Urged to sell more services
Figure 6.8
The Flow model (see Fig. 6.12) captures the movement of Cultural diagram.
information without regard for time; it allows for a visual syn-
thesis of data and information transfer. This model connects
entities and actions, but because time is abstracted, the model
acts as a conglomerate of activity, communication, and knowl-
edge share. It is as though someone recorded each person
individually in an organization to see what everyone was
doing, then laid each frame from each recording on top of one
another on a single diagram. The diagram shows handoffs of
artifacts, describes where responsibilities begin and end, and
illustrates the mechanisms and vehicles that are used to
accomplish work.
Although all of the models are useful, the flow model is
particularly relevant in capturing information related to syn-
thesis and moving from data to information. The flow model
captures the chaos inherent in large, intertwined systems.
Although the data are interesting alone, the model provides a
valuable context for this data by showing each piece as feeding
into, or being fed by, a larger flow and transport of content.
Customers
Account
Invested
Loans Bonds
Stocks Derivatives
The strategies generate revenue To pay for operations (Ongoing)
for the bank To pay investors
To pay interest
Revenue
Figure 6.9
Sequence diagram.
Private
meeting
Security
area
Waiting area
Check-in area
(forms, sign-in
sheet, promotional
material)
Teller line
Manager Tellers
Security
Figure 6.10
Physical diagram.
88
Name
Address Checks
City, State, Zipcode
DATE:
$
.
Routing Number 012345678 Account Number 012345678
Figure 6.11
The process diagram is a type of Flow model that illus- Artifact diagram.
trates the logical path through a system, showing decision
points and articulating cause-and-effect relationships and
system use. This diagram (also known as data flow diagrams
or decision tree diagrams) has traditionally been used by elec-
trical engineers and computer scientists to illustrate the logi-
cal flow of data through a system. These diagrams can be
created relatively quickly, prior to implementing complicated
systems, and then manipulated to determine the optimum
flow of data. The method can be used as both a generative
exercise and an explanatory tool. Generally, this diagram is
“emotion agnostic”—it focuses on actions and reactions of
both people and the system itself. Building a Process diagram
(see Fig. 6.13) is a form of synthesis that forces the designer
to rationalize knowledge related to temporal flow and to con-
stantly change his frame and consider the totality of behavior.
(He is forced to consider not only an idea’s core but also its
periphery). A designer must consider the edge cases, describ-
ing what happens when less desirable behavior occurs with a
product, service, or system.
A process diagram helps a designer move from data to
information by contextualizing a discrete step in the context
of the entire process, grounding a particular action or move-
ment in relationship to other actions or movements. This
forces the designer to evaluate human and system decision
points and to consider what will happen when a person does
something or behaves in a certain way. Additionally, once the
sits in a sits in a
is placed in
may
monitors require Advanced
Guard Customer
Transaction
Loan
Mortgage
New Account
Figure 6.12
Flow diagram.
diagram has been created, it can be used for a number of later-
phase activities. For example, in software design, the same
diagram can form the beginning of a unified modeling lan-
guage (UML) diagram suitable for authoring test cases, or it
can be used to identify screen-based design criteria for the
wireframing and visual design phases of software creation.
Does the customer No The customer Is it the customer’s Yes The customer
have an account? requires a manager. turn for a manager? meets the manager.
Yes No
Yes
...
The customer
Does the customer Yes ...
approaches
the teller. need to deposit
money?
No
Figure 6.13
Here are the steps to creating a process diagram: Process diagram.
5. Identify the start and end points for the first major
process, tie them to the primary entity, and place them
on a large sheet of paper (“customer enters the bank”
and “customer exits the bank”).
open door > load clothes > close door > pick setting > press “start”
pick setting > open door > load clothes > close door > press “start”
1 2
Using the task goal, Turn pieces into actions. Organize.
define the pieces of Base actions on what needs to be done in order to advance. Organize sections
based on what you know. In this case, time and temp were broken into discreet
your interaction. “rooms” the user would enter, achieving their goal after going through both.
Away
temps select temp
edit temp Asleep
to edit
At Home
times Away
select period to
edit time
edit Asleep
select day(s) to
days
edit
3
initial *Users have the option to bypass Scheduling altogether by
Establish logical flow. scheduling* selecting to run on an Energy Star default schedule.
select period
edit temp Away Asleep At Home
temp to edit
No.
Days Days
Yes. Remaining? Remaining? Yes.
No.
Done!
Figure 6.14
2. Programming all three periods under temperature, but
Task flow: early stage. only two under time
2
select period to
Away Asleep At Home
edit
Done! No.
Select Day to Edit. Select Period to Edit. Enter Away Time 1 (Leave).
User selects the day they would like User selects the period they would User is prompted to enter the first
to program. like to edit for that day. Away time. Initially, the user is guided
through the process by the “Next”
button (see blue line flow above),
however invisible touch zones act as
accelerators, allowing users to move
between periods, start and end times
and temperatures.
Figure 6.15
Task flow: later stage.
Telling a Story
Traditional industrial and graphic designers focus on the
creation of a static, two- or three-dimensional artifact.
Designers focus on form, function, and comfort or aesthetics,
but placing an immediate focus on an artifact implicitly places
value on the creation rather than the user of the creation.
When creating a scaffold for experiences, you should shift the
emphasis to acknowledging and understanding the user and
her activities, feelings, and desires over time. An easy, accessi-
ble, and relatively common way of articulating these issues is
the story. Storytelling, as old as language, allows an individual
to paint an immersive scene and environment.
The components of a successful story are subject to debate,
and the ability of one to actually tell a successful story requires
a particular talent. However, you can include some fairly
common components to make your story believable and easy
to understand.
The story should include a plot, characters, a setting, a
climax, and an ending. These components can be presented
precisely and vividly to encourage an awareness of sensory
detail. The narrative should also include some underlying
point. The story can be used to illustrate the problem with an
existing design or situation, or to better show how an artifact,
service, or system can be integrated into human day-to-day
life. In either case, it should serve to humanize the design
opportunity. The structure and emphasis of the story should
be on people and goals rather than on technology or engi-
neering. This will shift the emphasis from an artifact to an
experience, helping to create an experience framework to
move from information to knowledge.
Symbolic and Visual Material Objects Activities and Services Complex Systems
Communication
Symbolic and Visual Material Objects Activities and Services Complex Systems
Communication
Figure 7.1
The placements of the design
Essentially, the map can be thought of as a picture of framework.
understanding (Kolko, 2007a). It is a formal representation
of a mental model. And a mental model “represents a possi-
bility, or, to be precise, the structure and content of the model
capture what is common to the different ways in which the
possibilities could occur . . . when you are forced to try to
hold in mind several models of possibilities, the task is diffi-
cult” ( Johnson-Laird, 2006). The concept map itself repre-
sents the creator’s mental model of a concept, but it also
informs and shapes that mental model as it allows designers
to see both the holistic scale of the concept and also critical
details within the concept. Because it affords action-based
understanding at both a gross and fine level, both its creation
and its usage become tools for sensemaking.
Novak and Cañas describe three core learning approaches
that are emphasized during concept-map creation:
Toothbrush
How to Apply This Method
You can produce a concept map by following these steps: Bristles
Teeth
Equipment Clean
Daily Meals
Figure 7.4
Filling in the map with small
sentence fragments.
• 11 first priority
• 45 second priority
• 51 fifth priority
such as
is a
Tool
comprising
Programming Security
Class Library JVM
Language Model
Figure 7.10
Concept map using
hypertext link, which
allows for indicating more
relationships without
drawing additional lines
on the map.
At the end, Sun’s marketing department asked for a few
visual changes—and we faced a nerve-racking few days when
a senior manager questioned whether the map contained too
much proprietary information. Luckily we were able to show
that the information was already available on www.java.sun.
com. The map went through a total of 53 numbered variations
(see Fig. 7.11).
• 110 descriptions
• 49 weeks
Designed for
Ergonomic
cheap and mass...
Brand
Quality
Durable Handle Evokes a
particular...
Washable
has a clean
transition to..
Head:
Plaque
Action Area
Pick
Act as Floss
Remove Food
Bristles
Remove Stains Figure 7.12
Apply Friction Concept map at zoom level 0.
Generic Brush
Specialty
Co-Branded
Brush Advertising
(Disney, MTV, etc)
Packaging
Shared Brand
Elements
Color,
Material,
Finish
Figure 7.13
Concept map at zoom level –1.
Dental Chairs
Children’s Brushes
Whitening Strips
Mouthwash
Sonic Care
Regulations
Patent
Figure 7.14
Concept map at zoom level –2.
Competes with
Oral-B
Acme Dental Care
Procter &
Gamble
YangZhou
Fivestar
Toothbrush
Co.,Ltd
Yangzhou
Yangzhou
Shuguang
Target Hanjiang
Toothbrush
Jiangyang
Factory
Tourist
Products
Factory
Figure 7.15
Concept map at zoom level –3.
Flexible
Square Head:
Action Area Plaque Pick
Backing
Intended to
facilitate..
High Impact
Plastic
Flexi-tensile
Ridged
Product
Contour Bristles
Logo
Multiple color
Conforming
to...
Multi-sized
Mint
“fresh guard”
Brand
Specifics
Figure 7.16
Concept map at zoom level +1.
8 degree
angle
Ridged
Contour
Bristles
Multiple color
Conforming
to...
Multi-sized
Mint
“fresh guard” artificial
Large Brand
measuring.. Small Specifics
measuring.. 10,000
uses
.952 cm PMS 5757
Green
.635 cm PMS 288
Blue
Figure 7.17
Concept map at zoom level +2.
15
count
etchant matrix Multi-sized Bristles
used
(sodium Large
hydroxide) measuring..
tapered .952 cm
Small
measuring..
polyamide
material
nylon core
.635 cm
polyethylene
terephthalate
truncated
chamfered
conical
17 tips
configuration
count
matrix
Figure 7.18
Concept map at zoom level +3.
Figure 7.19
Display of all seven of the concept map zoom levels.
For Example:
Breakpoint Diagrams and Other Tools
for Transitions
Contributed by Paul Gould, MAYA Design,
Pittsburgh, Pennsylvania
Diagrams as Strategic Tools for Stakeholder Collaboration
Just about every design project faces three perils:
• Shadowing
• Interviews
• Contextual inquiry
• Usability analysis
• Personas
• Breakpoint analysis
• Affinity clustering
• Information architecture
• Lexicon
• Issue/value analysis
holds and
manipulates..
Durable Handle
Washable
has a clean
transition to..
Head:
Plaque Pick
Action Area
Act as Floss
Remove Food
Bristles
Remove Stains
Apply Friction
Figure 7.25
Concept map with temporal
zoom at level 0.
Toothbrush is in..
Bristles User
protects..
opens..
Packaging
Figure 7.26
Concept map with temporal
zoom at level –1.
Colorful is in..
branding User
giant set of
clean teeth sees..
Display
clear
labeling
soft
presenting.. bristles
Packaging
hard
bristles
Colorful
branding
Plastic
window displaying..
Toothbrush
Figure 7.27
Concept map with temporal 5. Returning to your starting point, zoom level 0, you are
zoom at level –2. ready to explore what happens to the design in the
future. First, redraw the concept map to describe how
the design is viewed by someone who has developed
expertise, someone who has lived with the product
long enough to learn its nuances, advanced features,
and functionality (zoom level +1). This step often
illustrates shortcuts, power functions, and more
optimized, goal-directed functionality (see Fig. 7.29).
TV
advertisement
wind-up
walking constantly
teeth toys displayed on..
giant set of
clean teeth
dentist sees..
office
Display
Walk
Around
Without Automatic
Looking
holds and
manipulates..
Durable Handle
Washable
Rear Molars
151
Handle
Faded
Colors
Washable
Head:
Plaque Pick
Action Area
Fails to
Bristles
Clean
Bad
Smell
Germs
Grey
Worn
Limp
Coupon receives
User
Plastic
Dentist
Office
Grocery
Website
Store
Figure 7.31
Concept map with temporal
Consider how the seven levels of zoom allow you to tra-
zoom at level +3.
verse the product’s entire life cycle (see Fig. 7.32).
At each of these levels, you are basically redrawing the
concept map. The focus is on nouns and verbs, and on describ-
ing meaningful qualities and elements to consider during
future design phases. When the method is complete, you will
have established a series of maps that have illustrated new
problems, new opportunities, and new ways of thinking about
the entire product, system, or service.
Figure 7.32
The seven levels of temporal zoom and the product’s life cycle.
For Example:
The Emotional Touch Points of Shopping
Contributed by Beth Johnson and Gianna Marzilli Ericson,
Design Continuum
Spence Diamonds offered an excellent customer experience—
until the stores became busy. The personalized service was
unable to scale to the large demand, and customers were left
to fend for themselves. They tried to make sense of the variety
of ring settings, eventually became overwhelmed and frus-
trated, and left the store without making a purchase. The
stores could not support the volume of customers they were
attracting.
So the client asked us to design a new, partially self-guided
retail experience to better engage, educate, and empower cus-
tomers while they waited for a sales associate to become avail-
able. Our first step was to create a journey map based on
contextual research, to give everyone involved in the project a
common framework of customer touch points from which to
design.
The contextual research started with “secret shopping” at
the stores to put ourselves in the place of users and to experi-
ence noted physical and emotional touch points. We then
talked to customers in the store and to recent buyers to under-
stand their individual interactions. By experiencing the sales
process ourselves, we could map the physical touch points of
the process; talking to real customers helped us understand
the emotional implications of interacting with the brand.
The resulting journey map translated the team’s field
observations into a usable design tool that would act as the
backbone for creating an appropriate engagement-ring shop-
ping experience. The journey map was used to visualize the
entire customer experience on one page and find ways to
improve every point of contact with the different types of
customers. The journey map made areas of improvement easy
to identify (see Fig. 7.33).
For instance, the journey map pointed out opportunities
to connect with customers before they engage with a sales
associate. It also helped to guide brainstorms of how to affect
the customer’s senses from the moment he pulls into the
Method: Reframing
You will always approach creative problem solving in the
conceptual context of a “frame,” as described earlier. This
Many design ideas will be created; but not all of them will
be “good ideas.” Some will be technically impractical, while
Conclusion 169
The methods that have been presented are intended as
starting points, upon which you can build your own tools and
techniques. The specifics of the method are incidental. What
is important is a rigorous approach to synthesis, one that is
made explicit through repeatable techniques and one that can
be both documented and rationalized.
Design synthesis is a way of thinking about complicated,
multifaceted problems with a repeatable degree of success.
Design synthesis methods can be applied in the context of
business, with the goal of producing new and compelling
products and services. The principles and methods presented
in this text are teachable, repeatable, and understandable.
They are creative activities that actively generate intellectual
value, and they are activities that are unique to the discipline
of design. Most important, when applied and formalized,
these activities are billable and immensely useful in the devel-
opment of new, novel, useful, and appropriate designs.
170 Conclusion
Glossary
Glossary 171
Frame. A perspective or viewpoint.
Inductive argument. Gives good evidence that a conclu-
sion is true.
Innovation. Something new that is successful in the
marketplace.
Insight combination. A method of building on estab-
lished design patterns to create initial design ideas.
Marketing research. A human-centered approach to pre-
dicting behavior, usually related to purchasing, through
observation and statistical modeling.
Mental model. A cognitive representation and simplifica-
tion of a complex system.
Reframing. A method of shifting semantic perspective to
see things in a new way.
Pattern. A design paradigm, illustrating habitability—
something that is beginning to be found in more than one
product, system, or service.
Satisfice. A goal to meet objectives but not necessarily to
exceed them.
Sensemaking. A process that describes the patterns one
sees, the constraints one applies, and the mental models one
forms about his or her design problem.
Synthesis. An abductive sensemaking process of manipu-
lating, organizing, pruning, and framing data in an effort to
produce information and knowledge.
Visualization. The act of externalizing ideas in a visual
format.
172 Glossary
Works Cited
Index 177
clustering, parallel (cont’d) Contextual Design: A Customer-
speed of, 85 Centered Approach to
trade-off decisions and, 84 Systems Design (Beyer &
code, 27, 27f Holzblatt), 86
collaboration, 83–84 contextual research, xii–xiii
complexity management, 83 creative association, 56
components of library experience, creativity
139, 140f constraints and, 41
concept mapping, 171 green hat and, 50
armature testing in, 114, 114f increasing, 42
benefits of, 109–11 motivation and, 41–42
connections/relationships thinking hats and, 49–50
formed from, 106 visualization and, 56
forced semantic zoom using , crippling politics, 136
127, 128–35, 129f, 130f, 131f, Crispin Porter + Bogusky,
132f, 133f, 134f, 135f 127–28
forced temporal zoom using , crops visualization exercise,
147–54, 149f, 150f, 151f, 54–55, 55f
152f, 153f, 154f Csikszentmihalyi, Mihaly,
how to apply, 107–8, 107f, 108f 50–51, 52
introduction to, 104–5 cultural model, 86, 87f
knowledge and, 106–7 culture of synthesis
learning approaches emphasized challenging constraints and,
during, 105–6 43–46
maps subdivision in, 115, 118f flow and, 50–54
120f playfulness, 46–50
method, 104–24 prohibitive culture vs., 56–58
other uses of, 111 visualization and, 54–56
process of, 111–15, 121–22 customer journey mapping , 171.
product development example See also Spence Diamonds
of, 109–24 shopping example
rechecking , 115, 121, 122f concept maps used in, 147–54,
resources on, 124 149f, 150f, 151f, 152f,
review/revise in, 114–15, 116f 153f, 154f
setting goals and, 111–12 how to apply, 147–54
taxonomy and, 107, 107f Texas Telephone example
term defining in, 113 and, 148
term identification in, 112, 113f when to use, 61t
term organization in, 113–14
term prioritizing in, 112 data
trust building via, 110–11 affinity diagramming and, 76–78
typography refined in, 115, 120f analysis/synthesis of, 69–70
understanding via, 109–10 defined, 59
when to use, 61t DIKW system and, 59–60,
constraints, 171 60f, 61t
abductive reasoning and, 26 enhancing through intuitive
art and, 43 leaps, 66
client provided, 44, 45 externalizing process, 63–65
creativity and, 41 flow model and, 87
culture of synthesis and, 43–46 implications and, 73–74
designer provided, 44–45 insights and, 73
as flexible, 45–46 judging, 66
as implicit, 45 making it visible, 70, 71f
play and, 49 making meaning out of, 63–100
successful design and, 43 organize to produce
understanding/breaking, 9–10 relationships in, 65–66
178 Index
participant boards and, Dubberly, Hugh, 16
71–72, 72f about, 124
post-it-notes and, 71 “Using Concept Maps in
prioritizing, 66 Product Development” by,
visual design cleaning up, 65 109–24
wall of, 64
what it means phase regarding, Eames, Charles, 43, 125
72–73 Eames, Ray, 125
de Bono, Edward, 49–50 ecosystem mapping , 171. See also
decision making, strategic, 38–39 Carnegie library example
deductive argument, 23–24, 171 background regarding, 125
Dervin, Brenda, 11 concept maps used with, 127,
design embodiment, 162 128–35, 129f, 130f, 131f,
designer 132f, 133f, 134f, 135f
design problem and, 3 context understood using,
dilemma of, 42–43 127–28
provided constraints, 44–45 how to apply, 128–35
strategic decision making and, Texas Telephone Web site
38–39 example illustrating, 125–27
design method when to use, 61t
affinity diagramming, 76–85 Emerson, Ralph Waldo, 160
concept mapping and, 104–24 “The Emotional Touch Points of
of contextual research, xii–xiii Shopping” ( Johnson &
enhancing data through intuitive Ericson), 155–58
leaps, 66 empathy
example illustrating, 67–74 creating, 159–64
externalizing process, 63–65 puppet show of life and, 160
flow diagramming, 86–100 reframing method and, 160–64
judging data, 66 understanding chasm of,
making meaning out of data, 159–60
63–100 understanding vs., 159
organize to produce enlightenment, wisdom as, 59
relationships, 65–66 entity, 90
parallel clustering, 79–85 Ericson, Gianna Marzilli
prioritizing data, 66 about, 158
problems regarding, xiv–xv “The Emotional Touch Points of
selection guide, 61t Shopping” by, 155–58
synthesis missing in, xiii–xiv ethnography, 31, 90, 171
visual design cleaning up experience
data, 65 benefits of, 20–21
design research, 171 components of library, 139,
ambiguity about, 32–33 140f
characteristics of, 32t human nature and, 101
design synthesis and, 38–40, 40f intuition and, 20, 21
immersion perspectives, patterns and, 20, 22
34–36, 36f experience framework
innovation link, 37–40, 40f changing scale and, 102–3
marketing research vs., concept mapping and, 104–24
31–33, 32t forced semantic zoom and,
origins of, 31 125–47
as problem finding, 40 forced temporal zoom and,
qualitative, 67–74 147–58
design specific frame, 162 human behavior approximated
Dewey, John, 101 by, 101
DIKW system, 59–60, 60f, 61t, 171 shifting placements and,
divergent thinking, 47–50, 171 103–4, 105f
Index 179
experience framework (cont’d) concept maps used in, 147–54,
story telling and, 102 149f, 150f, 151f, 152f,
techniques for building, 102–4 153f, 154f
externalizing process, 63–65 how to apply, 147–54
Texas Telephone example
“falling off a cliff ”, 143, 146f and, 147
Fallman, Daniel, xii when to use, 61t
feedback, immediate, 51 frame, 172. See also reframing
flow, 171 defined, 13–14
action/awareness merged in, 51 design specific, 162
attributes of, 51–52 high-level, 14
culture of synthesis and, 50–54 mental model and,
defined, 50–51 17–20, 161
encouraging, 54 selecting, 161
example regarding, 52–53 short- vs. long-term perspective
failure worry absent in, 52 and, 13
immediate feedback and, 51 software design example of,
impediments to, 53 14–15
self-consciousness gone in, 52 funnel, knowledge, 27
flow diagramming, 171
background regarding, 86 Gedenryd, Henrik, 44
bank example of, 91f generative reasoning, 58
data/information and, 87 “Getting to Meaning through
early stage task, 97, 98f Story” (Hinman), 67–74
flow model and, 89 Gould, Paul
how to apply, 90–93 about, 146
Hunter fan thermostat example “Breakpoint Diagrams and
of, 94–100 Other Tools for Transitions”
later stage task, 99f by, 136–47
model, 87, 90f green hat, 50
steps to creating, 91–93 Guilford, Joy Paul, 49
uses of, 89–90
when to use, 61t hats, six thinking, 49–50
flow model, 90f heuristic, 27, 27f
data and, 87 hierarchical problem solving ,
flow/process diagram as 4–5, 5f
type of, 89 high-level frames, 14
“The Flow through a Hunter Fan Hinman, Rachel
Thermostat” (Serota), about, 75
94–100 “Getting to Meaning through
forced semantic zoom, 171. See also Story” by, 67–74
Carnegie library example Holzblatt, Karen, 86
background regarding, 125 hunch, informed, 8
concept maps used with, 127, Hunter fan thermostat
128–35, 129f, 130f, 131f, difficulty of using, 96
132f, 133f, 134f, 135f early stage task flow diagram for,
context understood using, 97, 98f
127–28 programming steps
how to apply, 128–35 transformation for, 97
Texas Telephone Web site Hunter fan thermostat example
example illustrating, 125–27 case study, 96–100
when to use, 61t early stage task flow diagram in,
forced temporal zoom, 171. See also 97, 98f
Spence Diamonds shopping final design in, 99f, 100
example of flow diagramming, 94–100
180 Index
later stage task flow diagram in, observation/prescription and,
99f 165–66
overview, 94 patterns and, 166, 167
task flows and, 94–95 rigorous design process and, 164
user prototype adjustments what it is, 164–65
made in, 98–100, 99f when to use, 61t
user prototype evaluation in, intuition, 20, 21, 66
97–98
Johnson, Beth
ideas about, 158
creative association and, 56 “The Emotional Touch Point of
design process regarding, 42 Shopping” by, 155–58
results production concerning, judgment
42–43 data and, 66
visualization and, 56 making, 8–9
ideation stage, 38 suspension of, 167–68
ill structured problem, 6–8, 10
immediate feedback, 51 knowledge
immersion perspective concept mapping and, 106–7
current state/realistic, 34, 35 defined, 59
current state/subjective, 34, DIKW system and, 59–60, 60f, 61t
35–36 funnel, 27
design research and, 34–36, 36f reframing and, 161–62
opportunity/potential, tacit, 8
34–35, 36
implications, 73–74, 164 legal moves, 5
incomplete information, 9 library example, Carnegie
inductive argument, 24, 172 breakpoint diagrams and, 139,
information. See also meaning 142–43, 142f, 144f
making techniques components of library
DIKW system and, 59–60, experience in, 139, 140f
60f, 61t design perils introducing, 136
flow model and, 87 design process, 138–39
implications and, 73–74 “falling off a cliff ” and, 143, 146f
insights and, 73 problem in, 137, 137f
as meaningful data, 59 recommendations from, 143
what it means phase and, 72–73 understanding users in, 137–38
informed hunch, 8
innovation, 172 Making Meaning (Bruner), 68–69
design research link, 37–40, 40f manipulation of time, 94
design synthesis and, 38–40, 40f marketing research, 172
expectations, xvi characteristics of, 32t
immersion perspectives and, design research vs., 31–33, 32t
34–36, 36f Martin, Roger, 27, 58
what it is, 37 meaning
insight, 73 data and, 63–100
combination method, 164–68 information and, 59
understanding chasm of, 159–60 story and, 68–69
insight combination, 172 meaning making techniques.
affinities and, 167 See also affinity diagramming;
context and, 165 flow diagramming
how to apply, 166–67 chasm and, 60, 60f
judgment suspension regarding, conclusions about, 74
167–68 enhancing data through intuitive
method, 164–68 leaps, 66
Index 181
meaning making techniques (cont’d) Murray, Colleen
example illustrating, 67–74 about, 85
externalizing process, 63–65 “Parallel Clustering” by, 79–85
implications and, 73–74 mystery, 27, 27f
insights and, 73
judging data, 66 narrative. See story
making data visible, 70, 71f “The Narrative Construction of
organize to produce Reality” (Bruner), 67–68
relationships, 65–66 Notes on the Synthesis of Form
participant boards, 71–72, 72f (Alexander), 16
post-it-notes, 71 Novak, Joseph, 104
prioritizing data, 66
visual design cleaning up observational research, 31
data, 65 Osborn, Alex, 49
what it means phase, 72–73
memoing , 70, 71f parallel clustering
mental models, 172 benefits of, 83–85
frames and, 17–20, 161 collaboration fostered by, 83–84
incorrect, 18–20, 19f complexity management and, 83
reason and, 18 conclusions regarding, 85
what if and, 17–18 final theme selection in,
method, design 82–83, 84f
affinity diagramming, 76–85 individual cluster making in,
concept mapping and, 104–24 81–82, 82f, 83f
of contextual research, xii–xiii methodology selection and,
enhancing data through intuitive 79–80
leaps, 66 output comparison in, 82
example illustrating, 67–74 overview, 79
externalizing process, 63–65 possibilities seen via, 84
flow diagramming, 86–100 process, 80–83
judging data, 66 reflection time in, 80
making meaning out of data, speed of, 85
63–100 trade-off decisions and, 84
organize to produce “Parallel Clustering” (Murray),
relationships, 65–66 79–85
parallel clustering, 79–85 partial information, 9
prioritizing data, 66 participant boards, 71–72, 72f
problems regarding, xiv–xv patterns, 172
selection guide, 61t application of, 21–22
synthesis missing in, xiii–xiv experience and, 20, 22
visual design cleaning up insight combination and,
data, 65 166, 167
method selection guide, 61t range of, 21
models perspective. See also forced
artifact, 86, 89f semantic zoom; forced
cultural, 86, 87f temporal zoom
flow, 87, 89, 90f immersion, 34–36, 36f
mental, 17–20, 19f, 161, 172 semantic, 161
physical, 86, 88f short- vs. long-term, 13
problem solving and, 16 physical model, 86, 88f
problem understanding Piaget, Jean, 49
and, 16 placements, shifting , 103–4, 105f
sensemaking and, 15–17 playfulness
sequence, 86, 88f apathy and, 46
motivation, 41–42 brainstorming and, 49
182 Index
corporate encouragement of, 48 term identification in, 112, 113f
culture of synthesis and, 46–50 term organization in, 113–14
divergent thinking and, 47–50 term prioritizing in, 112
green hat and, 50 typography refined in, 115, 120f
mindset vs. physicality and, prohibitive culture
46–47 baselining in, 58
prohibitive culture vs., 57 culture of synthesis vs., 56–58
thinking hats and, 49–50 playfulness vs., 57
what is not, 46, 47 socialization vs. abductive
point of view, 13 thinking in, 57–58
politics, crippling, 136 usual functioning of, 56–57
post-it-notes, 71 puppet show of life, 160
Powers of Ten (Eames film), 125
presumptive misdirection, 136 qualitative design research, 67–74
problem solving
constraints, understanding/ reality construction, 67–68
breaking, in, 9–10 reframing, 172
design as act of, 40 blank reframing charts and, 162,
designer related to, 3 162t
as hierarchical, 4–5, 5f design implications extrapolated
human vs. logical techniques of, 10 in, 164
ideation stage and, 38 how to apply, 162–64, 162t
ill structured problem and, knowledge to wisdom via,
6–8, 10 161–62
informed hunch and, 8 method, 160–64
judgment making and, 8–9 semantic perspective
legal moves and, 5 shifted via, 161
modeling and, 16 user goals extrapolated in, 163
partial information and, 9 when to use, 61t
understanding, 4–10 relationship
well structured problem and, concept mapping creating, 106
5–6 organize to produce, 65–66
process diagram spatial, 55
bank example of, 91f requirement definition document,
flow model and, 89 58
how to apply, 90–93 research
steps to creating, 91–93 behavioral, 34–35, 36
uses of, 89–90 contextual, xii–xiii
product development example observational, 31
armature testing in, 114, 114f research, design, 171
of concept mapping, 109–24 ambiguity about, 32–33
concept mapping benefits and, characteristics of, 32t
109–11 design synthesis and, 38–40, 40f
concept mapping process in, immersion perspectives, 34–36,
111–15, 121–22 36f
maps subdivision in, 115, innovation link, 37–40, 40f
118f, 120f marketing research vs., 31–33,
map variations, 122f 32t
printing/distribution of origins of, 31
map in, 121 as problem finding, 40
project stats, 122–23 qualitative, 67–74
rechecking in, 115, 121, 122f research, marketing, 172
review/revise in, 114–15, 116f characteristics of, 32t
setting goals in, 111–12 design research vs., 31–33, 32t
term defining in, 113 rigorous design process, 164
Index 183
satisficing, 8, 172 reality construction and, 67–68
selection guide, method, 61t understanding through, 67–69
self-consciousness, disappearance strategic decision making, 38–39
of, 52 subjectivity, 34, 35–36, 60
semantic perspectives. See also synthesis, 172. See also culture of
forced semantic zoom synthesis; theory, design
shifting, 161 synthesis
sensemaking , 172. See also action/awareness merged and, 51
abductive argument analysis/, 69–70
in action, 11–12 creation of something new from,
defined, 11 26–27
as internal process, 16 failure worry and, 52
models, importance of, in, immediate feedback and, 51
15–17 missing in design method,
sequence model, 86, 88f xiii–xiv
Serota, Lauren Notes on the Synthesis of Form
about, 100 and, 16
“The Flow through a Hunter Fan other disciplines regarding, 3–4
Thermostat” by, 94–100 overview of, 41
Shedroff, Nathan, 59 self-consciousness
shifting placements, 103–4, 105f disappearance and, 52
shopping example, Spence synthesis, design. See also culture of
Diamonds synthesis; theory, design
mapping used in, 155–56, 156f, synthesis; specific subject
157f abductive reasoning and, 25
problem, 155 benefits of studying, xvi–xvii
results of, 156, 157f chasms to cross in, 60, 60f
Simon, Herb conclusions about, 169–70
AI and, 5 defined, xi
bounded rationality theory and, 8 DIKW system and, 59–60,
decision making and, 4 60f, 61t
ill structured problem and, 6 goals of text for, xv–xvi
well structured problem and, lack of method in, xii–xv
5–6 links innovation/research/
six thinking hats, 49–50 design, 38–40, 40f
socialization, 57–58 as magical, xi–xii
software design example, of frame, problems from lack of
14–15 systematic, xii–xv
spatialization, 64 as problem understanding, 40
Spence Diamonds shopping strategic decision
example making and, 39
mapping used in, 155–56, user-research sessions leading
156f, 157f to, xii
problem, 155
results of, 156, 157f tacit knowledge, 8
stages, design task flows
ideation stage, 38 early stage diagram, 97, 98f
strategic decision making and, explained, 94–95
38–39 taxonomy, 107, 107f
story temporal perspectives. See forced
applicability to design, 69 temporal zoom
experience framework and, 102 Texas Telephone Web site example
“Getting to Meaning through forced semantic zoom and,
Story,” 67–74 125–27
meaning and, 68–69 forced temporal zoom and, 147
184 Index
theory, design synthesis, xv–xvi. trust building, 110–11
See also experience; frame; tunnel vision, 136
patterns; sensemaking
benefits of studying, xvi–xvii, 3 “Using Concept Maps in Product
constraints, understanding/ Development” (Dubberly),
breaking, and, 9–10 109–24
hierarchical problem solving
and, 4–5, 5f Veen, Jeff, xi
ill structured problem and, visualization, 172
6–8, 10 benefits of, 54–56
informed hunch and, 8 bottleneck and, 54
judgment making and, 8–9 change over time and, 55
partial information and, 9 comparison and, 54–55, 55f
problem solving and, 4–10 creative association and, 56
rationale for studying, 3–4 culture of synthesis and, 54–56
well structured problem and, ideas made concrete via, 56
5–6 spatial relationship and, 55
thermostat example, Hunter fan
case study, 96–100 well structured problem, 5–6
early stage task flow diagram in, what it means phase, 72–73
97, 98f Wicked Problems in Design
final design in, 99f, 100 (Buchanan), 103–4
of flow diagramming, Wicks, Jim, xi
94–100 wisdom
later stage task flow diagram in, DIKW system and, 59–60,
99f 60f, 61t
overview, 94 as enlightenment, 59
task flows and, 94–95 path to, 159
user prototype adjustments reframing and, 161–62
made in, 98–100, 99f
user prototype evaluation in, zooming , 125. See also forced
97–98 semantic zoom; forced
thinking hats, 49–50 temporal zoom
Index 185